Well I double-checked with principe of excluding. I just commented out the return of my inFrustum-Methode. Result: The whole sphere is seen
the whole time.
It gives me headache. I got everything so fine haha.
It has a nice Quadtree, It transforms the tree into Vertexbuffer in realtime, It subdivides when getting closer.
The only thing I need now is this Culling-Feature.
I just noticed somthing other. The Vertices of the spheres are all around 1.0 and 1.0000000012. But this can't have such
an effect as my distance of Camera to Object is 200000f (the Sphere itself has the size of 1000000f and the camera is at 1200000f)
But as it rotates in the Grid-visualiation it looks like the orgignal boarders are slightly bigger than the size of each other vector..